Training . Simulation

Create limitless training and simulation environments and provide users with a safer, more intuitive and more natural VR experience.

The 4 keys benefits of the 3dRudder

Immediate and intuitive for users

With the 3dRudder foot motion controller, there is no time wasted anymore on training users on how to move in VR with sticks. No issue either with them having difficulties coordinating motion at the sticks with doing with the hands. It takes less than 5 seconds for anyone, even non gamers, to use the 3dRudder foot motion controller and start moving as in real life.

Feels safer to users

As the 3dRudder foot motion controller is used seated, users feel safer than standing with a VR headset on their head. They can now totally focus on their training or simulation experience. Interestingly, they won’t remember later they were seated as their brain will register what they were doing in VR, ie. if they were standing in VR, then it’s what they’ll remember.

Great with the Oculus Quest hand tracking

The release of the Oculus Quest hand tracking feature enables the implementation of new more realistic interaction schemes for users in virtual reality training and simulation applications. The 3dRudder complements greatly that feature by bringing motion at the feet, in a very intuitive and natural way.

Easy integration, deployment and set-up

Integration of the 3dRudder into a VR application takes just a few hours thanks to our SDK, assets and plugins. Deployment requires just to plug-in the unit into the USB port of a PC or a simple Bluetooth pairing of the headset with the 3dRudder Pro Wireless.

Technical data

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Operating system

Oculus Quest
› Oculus OS
› with hand tracking
› with Oculus Touch
Android for other headsets
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Windows 10
USB 2.0

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VR Assets

› Unity
› Unreal engine
› SDK C++, C#, Python
› Samples

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Virtual reality

› Oculus Quest
› Android-based headsets
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› HTC Vive / Vive Pro
› Oculus Rift / Rift S
› Oculus Quest via link cable
› Valve Index
› Windows Mixed Reality

settings

Functions

› 4 axes : X . Y . Z . rZ
› Speed, acceleration, deadzone
› Sound